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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000690 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
691 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
692 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
693 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000694
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000695 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
696 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mVertexConstants.depthRange[0] = actualZNear;
699 mVertexConstants.depthRange[1] = actualZFar;
700 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mPixelConstants.depthRange[0] = actualZNear;
703 mPixelConstants.depthRange[1] = actualZFar;
704 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000705 }
706
707 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000708 return true;
709}
710
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000711bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
712{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000713 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000714
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000715 switch (mode)
716 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
718 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000719 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000720 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
721 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
722 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000723 // emulate fans via rewriting index buffer
724 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000725 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000726 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000727 }
728
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000729 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000730
731 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000732}
733
734bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000735{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000736 // Get the color render buffer and serial
737 gl::Renderbuffer *renderbufferObject = NULL;
738 unsigned int renderTargetSerial = 0;
739 if (framebuffer->getColorbufferType() != GL_NONE)
740 {
741 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000742
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000743 if (!renderbufferObject)
744 {
745 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000746 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 }
748
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000749 // check for zero-sized default framebuffer, which is a special case.
750 // in this case we do not wish to modify any state and just silently return false.
751 // this will not report any gl error but will cause the calling method to return.
752 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
753 {
754 return false;
755 }
756
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000757 renderTargetSerial = renderbufferObject->getSerial();
758 }
759
760 // Get the depth stencil render buffer and serials
761 gl::Renderbuffer *depthStencil = NULL;
762 unsigned int depthbufferSerial = 0;
763 unsigned int stencilbufferSerial = 0;
764 if (framebuffer->getDepthbufferType() != GL_NONE)
765 {
766 depthStencil = framebuffer->getDepthbuffer();
767 if (!depthStencil)
768 {
769 ERR("Depth stencil pointer unexpectedly null.");
770 return false;
771 }
772
773 depthbufferSerial = depthStencil->getSerial();
774 }
775 else if (framebuffer->getStencilbufferType() != GL_NONE)
776 {
777 depthStencil = framebuffer->getStencilbuffer();
778 if (!depthStencil)
779 {
780 ERR("Depth stencil pointer unexpectedly null.");
781 return false;
782 }
783
784 stencilbufferSerial = depthStencil->getSerial();
785 }
786
787 // Extract the render target dimensions and view
788 unsigned int renderTargetWidth = 0;
789 unsigned int renderTargetHeight = 0;
790 GLenum renderTargetFormat = 0;
791 ID3D11RenderTargetView* framebufferRTV = NULL;
792 if (renderbufferObject)
793 {
794 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
795 if (!renderTarget)
796 {
797 ERR("render target pointer unexpectedly null.");
798 return false;
799 }
800
801 framebufferRTV = renderTarget->getRenderTargetView();
802 if (!framebufferRTV)
803 {
804 ERR("render target view pointer unexpectedly null.");
805 return false;
806 }
807
808 renderTargetWidth = renderbufferObject->getWidth();
809 renderTargetHeight = renderbufferObject->getHeight();
810 renderTargetFormat = renderbufferObject->getActualFormat();
811 }
812
813 // Extract the depth stencil sizes and view
814 unsigned int depthSize = 0;
815 unsigned int stencilSize = 0;
816 ID3D11DepthStencilView* framebufferDSV = NULL;
817 if (depthStencil)
818 {
819 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
820 if (!depthStencilRenderTarget)
821 {
822 ERR("render target pointer unexpectedly null.");
823 if (framebufferRTV)
824 {
825 framebufferRTV->Release();
826 }
827 return false;
828 }
829
830 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
831 if (!framebufferDSV)
832 {
833 ERR("depth stencil view pointer unexpectedly null.");
834 if (framebufferRTV)
835 {
836 framebufferRTV->Release();
837 }
838 return false;
839 }
840
841 // If there is no render buffer, the width, height and format values come from
842 // the depth stencil
843 if (!renderbufferObject)
844 {
845 renderTargetWidth = depthStencil->getWidth();
846 renderTargetHeight = depthStencil->getHeight();
847 renderTargetFormat = depthStencil->getActualFormat();
848 }
849
850 depthSize = depthStencil->getDepthSize();
851 stencilSize = depthStencil->getStencilSize();
852 }
853
854 // Apply the render target and depth stencil
855 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
856 renderTargetSerial != mAppliedRenderTargetSerial ||
857 depthbufferSerial != mAppliedDepthbufferSerial ||
858 stencilbufferSerial != mAppliedStencilbufferSerial)
859 {
860 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
861
862 mRenderTargetDesc.width = renderTargetWidth;
863 mRenderTargetDesc.height = renderTargetHeight;
864 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000865 mForceSetViewport = true;
866 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000867
868 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
869 {
870 mCurDepthSize = depthSize;
871 mForceSetRasterState = true;
872 }
873
874 mCurStencilSize = stencilSize;
875
876 mAppliedRenderTargetSerial = renderTargetSerial;
877 mAppliedDepthbufferSerial = depthbufferSerial;
878 mAppliedStencilbufferSerial = stencilbufferSerial;
879 mRenderTargetDescInitialized = true;
880 mDepthStencilInitialized = true;
881 }
882
883 if (framebufferRTV)
884 {
885 framebufferRTV->Release();
886 }
887 if (framebufferDSV)
888 {
889 framebufferDSV->Release();
890 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000891
892 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000893}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000894
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000895GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000896{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
898 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
899 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000900 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000901 return err;
902 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000903
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000904 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000905}
906
daniel@transgaming.com31240482012-11-28 21:06:41 +0000907GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000908{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000909 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000910
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000911 if (err == GL_NO_ERROR)
912 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000913 if (indexInfo->storage)
914 {
915 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
916 {
917 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
918 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
919
920 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
921
922 mAppliedIBSerial = 0;
923 mAppliedStorageIBSerial = storage->getSerial();
924 mAppliedIBOffset = indexInfo->startOffset;
925 }
926 }
927 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000928 {
929 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
930
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000931 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000932
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000933 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000934 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000936 }
937 }
938
939 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
942void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
943{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000944 if (mode == GL_LINE_LOOP)
945 {
946 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
947 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 else if (mode == GL_TRIANGLE_FAN)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000951 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000952 else if (instances > 0)
953 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000954 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000955 }
956 else
957 {
958 mDeviceContext->Draw(count, 0);
959 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000960}
961
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000962void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000963{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000964 if (mode == GL_LINE_LOOP)
965 {
966 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
967 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000968 else if (mode == GL_TRIANGLE_FAN)
969 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000970 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
971 }
972 else if (instances > 0)
973 {
974 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000975 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000976 else
977 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000978 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000979 }
980}
981
982void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
983{
984 // Get the raw indices for an indexed draw
985 if (type != GL_NONE && elementArrayBuffer)
986 {
987 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000988 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000989 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000990 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000991 }
992
993 if (!mLineLoopIB)
994 {
995 mLineLoopIB = new StreamingIndexBufferInterface(this);
996 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
997 {
998 delete mLineLoopIB;
999 mLineLoopIB = NULL;
1000
1001 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001002 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001003 }
1004 }
1005
1006 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1007 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1008 {
1009 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001010 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001011 }
1012
1013 void* mappedMemory = NULL;
1014 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1015 if (offset == -1 || mappedMemory == NULL)
1016 {
1017 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001018 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001019 }
1020
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001022 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001023
1024 switch (type)
1025 {
1026 case GL_NONE: // Non-indexed draw
1027 for (int i = 0; i < count; i++)
1028 {
1029 data[i] = i;
1030 }
1031 data[count] = 0;
1032 break;
1033 case GL_UNSIGNED_BYTE:
1034 for (int i = 0; i < count; i++)
1035 {
1036 data[i] = static_cast<const GLubyte*>(indices)[i];
1037 }
1038 data[count] = static_cast<const GLubyte*>(indices)[0];
1039 break;
1040 case GL_UNSIGNED_SHORT:
1041 for (int i = 0; i < count; i++)
1042 {
1043 data[i] = static_cast<const GLushort*>(indices)[i];
1044 }
1045 data[count] = static_cast<const GLushort*>(indices)[0];
1046 break;
1047 case GL_UNSIGNED_INT:
1048 for (int i = 0; i < count; i++)
1049 {
1050 data[i] = static_cast<const GLuint*>(indices)[i];
1051 }
1052 data[count] = static_cast<const GLuint*>(indices)[0];
1053 break;
1054 default: UNREACHABLE();
1055 }
1056
1057 if (!mLineLoopIB->unmapBuffer())
1058 {
1059 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001060 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001063 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 {
1065 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1066
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001067 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001068 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001069 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001070 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001071 }
1072
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001073 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001074}
1075
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001076void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001077{
1078 // Get the raw indices for an indexed draw
1079 if (type != GL_NONE && elementArrayBuffer)
1080 {
1081 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001082 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001083 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001084 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001085 }
1086
1087 if (!mTriangleFanIB)
1088 {
1089 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1090 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1091 {
1092 delete mTriangleFanIB;
1093 mTriangleFanIB = NULL;
1094
1095 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001096 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001097 }
1098 }
1099
1100 const int numTris = count - 2;
1101 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1102 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1103 {
1104 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001105 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001106 }
1107
1108 void* mappedMemory = NULL;
1109 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1110 if (offset == -1 || mappedMemory == NULL)
1111 {
1112 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001113 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001114 }
1115
1116 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1117 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1118
1119 switch (type)
1120 {
1121 case GL_NONE: // Non-indexed draw
1122 for (int i = 0; i < numTris; i++)
1123 {
1124 data[i*3 + 0] = 0;
1125 data[i*3 + 1] = i + 1;
1126 data[i*3 + 2] = i + 2;
1127 }
1128 break;
1129 case GL_UNSIGNED_BYTE:
1130 for (int i = 0; i < numTris; i++)
1131 {
1132 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1133 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1134 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1135 }
1136 break;
1137 case GL_UNSIGNED_SHORT:
1138 for (int i = 0; i < numTris; i++)
1139 {
1140 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1141 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1142 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1143 }
1144 break;
1145 case GL_UNSIGNED_INT:
1146 for (int i = 0; i < numTris; i++)
1147 {
1148 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1149 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1150 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1151 }
1152 break;
1153 default: UNREACHABLE();
1154 }
1155
1156 if (!mTriangleFanIB->unmapBuffer())
1157 {
1158 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001160 }
1161
1162 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1163 {
1164 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1165
1166 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1167 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001168 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001169 mAppliedIBOffset = indexBufferOffset;
1170 }
1171
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001172 if (instances > 0)
1173 {
1174 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1175 }
1176 else
1177 {
1178 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1179 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001180}
1181
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001182void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1183{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001184 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001185 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1186
1187 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001188 {
1189 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1190 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001191
daniel@transgaming.come4991412012-12-20 20:55:34 +00001192 ID3D11VertexShader *vertexShader = NULL;
1193 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001194
daniel@transgaming.come4991412012-12-20 20:55:34 +00001195 ID3D11PixelShader *pixelShader = NULL;
1196 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001197
daniel@transgaming.come4991412012-12-20 20:55:34 +00001198 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1199 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001200
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001201 programBinary->dirtyAllUniforms();
1202
1203 mAppliedProgramBinarySerial = programBinarySerial;
1204 }
1205
1206 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001207 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001208
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001209 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001210 {
1211 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001212 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001213 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1214 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001215 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1216 }
1217 else
1218 {
1219 mDeviceContext->GSSetShader(NULL, NULL, 0);
1220 }
1221
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001222 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001223 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001224}
1225
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001226void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001227{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001228 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1229 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001230
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001231 unsigned int totalRegisterCountVS = 0;
1232 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001233
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001234 bool vertexUniformsDirty = false;
1235 bool pixelUniformsDirty = false;
1236
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001237 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1238 {
1239 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001240
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001241 if (uniform->vsRegisterIndex >= 0)
1242 {
1243 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001244 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001245 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001246
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001247 if (uniform->psRegisterIndex >= 0)
1248 {
1249 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001250 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 }
1252 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001253
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001254 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1255 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1256
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001257 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1258 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001259
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001260 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001261 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001262 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263
1264 switch (uniform->type)
1265 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001266 case GL_SAMPLER_2D:
1267 case GL_SAMPLER_CUBE:
1268 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001269 case GL_FLOAT:
1270 case GL_FLOAT_VEC2:
1271 case GL_FLOAT_VEC3:
1272 case GL_FLOAT_VEC4:
1273 case GL_FLOAT_MAT2:
1274 case GL_FLOAT_MAT3:
1275 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001276 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001277 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001278 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001279 float (*f)[4] = (float(*)[4])uniform->data;
1280
1281 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001282 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001283 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1284 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1285 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1286 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001287 }
1288 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001289 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001290 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001291 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001292 float (*f)[4] = (float(*)[4])uniform->data;
1293
1294 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001295 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001296 c[uniform->psRegisterIndex + i][0] = f[i][0];
1297 c[uniform->psRegisterIndex + i][1] = f[i][1];
1298 c[uniform->psRegisterIndex + i][2] = f[i][2];
1299 c[uniform->psRegisterIndex + i][3] = f[i][3];
1300 }
1301 }
1302 break;
1303 case GL_INT:
1304 case GL_INT_VEC2:
1305 case GL_INT_VEC3:
1306 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001307 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001308 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001309 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001310 GLint *x = (GLint*)uniform->data;
1311 int count = gl::VariableColumnCount(uniform->type);
1312
1313 for (unsigned int i = 0; i < uniform->registerCount; i++)
1314 {
1315 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1316 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1317 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1318 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1319 }
1320 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001321 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001322 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001323 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001324 GLint *x = (GLint*)uniform->data;
1325 int count = gl::VariableColumnCount(uniform->type);
1326
1327 for (unsigned int i = 0; i < uniform->registerCount; i++)
1328 {
1329 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1330 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1331 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1332 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1333 }
1334 }
1335 break;
1336 case GL_BOOL:
1337 case GL_BOOL_VEC2:
1338 case GL_BOOL_VEC3:
1339 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001340 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001341 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001342 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001343 GLboolean *b = (GLboolean*)uniform->data;
1344 int count = gl::VariableColumnCount(uniform->type);
1345
1346 for (unsigned int i = 0; i < uniform->registerCount; i++)
1347 {
1348 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1349 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1350 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1351 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1352 }
1353 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001354 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001355 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001356 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001357 GLboolean *b = (GLboolean*)uniform->data;
1358 int count = gl::VariableColumnCount(uniform->type);
1359
1360 for (unsigned int i = 0; i < uniform->registerCount; i++)
1361 {
1362 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1363 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1364 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1365 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001366 }
1367 }
1368 break;
1369 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001370 UNREACHABLE();
1371 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001372
1373 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001374 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001375
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001376 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001377 {
1378 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1379 }
1380
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001381 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001382 {
1383 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1384 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001385
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001386 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1387 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001388
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001389 delete[] mapVS;
1390 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001391
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001392 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001393 if (!mDriverConstantBufferVS)
1394 {
1395 D3D11_BUFFER_DESC constantBufferDescription = {0};
1396 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1397 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1398 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1399 constantBufferDescription.CPUAccessFlags = 0;
1400 constantBufferDescription.MiscFlags = 0;
1401 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001402
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001403 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001404 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001405
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1407 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001408
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001409 if (!mDriverConstantBufferPS)
1410 {
1411 D3D11_BUFFER_DESC constantBufferDescription = {0};
1412 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1413 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1414 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1415 constantBufferDescription.CPUAccessFlags = 0;
1416 constantBufferDescription.MiscFlags = 0;
1417 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001418
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001419 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001420 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001421
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001422 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1423 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001424
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001425 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1426 {
1427 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1428 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1429 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001430
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001431 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1432 {
1433 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1434 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1435 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001436
1437 // needed for the point sprite geometry shader
1438 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001439}
1440
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001441void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001442{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001443 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1444 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1445 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1446 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001447
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001448 unsigned int stencilUnmasked = 0x0;
1449 if (frameBuffer->hasStencil())
1450 {
1451 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1452 stencilUnmasked = (0x1 << stencilSize) - 1;
1453 }
1454 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1455 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001456
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001457 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1458 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1459 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001460
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001461 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1462 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001463 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001464 }
1465 else
1466 {
1467 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1468 {
1469 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1470 if (renderbufferObject)
1471 {
1472 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1473 if (!renderTarget)
1474 {
1475 ERR("render target pointer unexpectedly null.");
1476 return;
1477 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001478
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001479 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1480 if (!framebufferRTV)
1481 {
1482 ERR("render target view pointer unexpectedly null.");
1483 return;
1484 }
1485
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001486 const float clearValues[4] = { clearParams.colorClearValue.red,
1487 clearParams.colorClearValue.green,
1488 clearParams.colorClearValue.blue,
1489 clearParams.colorClearValue.alpha };
1490 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001491
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001492 framebufferRTV->Release();
1493 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001494 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001495 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001496 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001497 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1498 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001499 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001500 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1501 if (!renderTarget)
1502 {
1503 ERR("render target pointer unexpectedly null.");
1504 return;
1505 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1508 if (!framebufferDSV)
1509 {
1510 ERR("depth stencil view pointer unexpectedly null.");
1511 return;
1512 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001513
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001514 UINT clearFlags = 0;
1515 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1516 {
1517 clearFlags |= D3D11_CLEAR_DEPTH;
1518 }
1519 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1520 {
1521 clearFlags |= D3D11_CLEAR_STENCIL;
1522 }
1523
1524 float depthClear = clearParams.depthClearValue;
1525 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1526
1527 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001528
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001529 framebufferDSV->Release();
1530 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001531 }
1532 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001533}
1534
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001535void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1536{
1537 HRESULT result;
1538
1539 if (!mClearResourcesInitialized)
1540 {
1541 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1542
1543 D3D11_BUFFER_DESC vbDesc;
1544 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1545 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1546 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1547 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1548 vbDesc.MiscFlags = 0;
1549 vbDesc.StructureByteStride = 0;
1550
1551 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1552 ASSERT(SUCCEEDED(result));
1553 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1554
1555 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1556 {
1557 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1558 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1559 };
1560
1561 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1562 ASSERT(SUCCEEDED(result));
1563 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1564
1565 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1566 ASSERT(SUCCEEDED(result));
1567 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1568
1569 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1570 ASSERT(SUCCEEDED(result));
1571 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1572
1573 D3D11_RASTERIZER_DESC rsScissorDesc;
1574 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1575 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1576 rsScissorDesc.FrontCounterClockwise = FALSE;
1577 rsScissorDesc.DepthBias = 0;
1578 rsScissorDesc.DepthBiasClamp = 0.0f;
1579 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1580 rsScissorDesc.DepthClipEnable = FALSE;
1581 rsScissorDesc.ScissorEnable = TRUE;
1582 rsScissorDesc.MultisampleEnable = FALSE;
1583 rsScissorDesc.AntialiasedLineEnable = FALSE;
1584
1585 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1586 ASSERT(SUCCEEDED(result));
1587 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1588
1589 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1590 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1591 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1592 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1593 rsNoScissorDesc.DepthBias = 0;
1594 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1595 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1596 rsNoScissorDesc.DepthClipEnable = FALSE;
1597 rsNoScissorDesc.ScissorEnable = FALSE;
1598 rsNoScissorDesc.MultisampleEnable = FALSE;
1599 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1600
1601 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1602 ASSERT(SUCCEEDED(result));
1603 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1604
1605 mClearResourcesInitialized = true;
1606 }
1607
1608 // Prepare the depth stencil state to write depth values if the depth should be cleared
1609 // and stencil values if the stencil should be cleared
1610 gl::DepthStencilState glDSState;
1611 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1612 glDSState.depthFunc = GL_ALWAYS;
1613 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1614 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1615 glDSState.stencilFunc = GL_ALWAYS;
1616 glDSState.stencilMask = 0;
1617 glDSState.stencilFail = GL_REPLACE;
1618 glDSState.stencilPassDepthFail = GL_REPLACE;
1619 glDSState.stencilPassDepthPass = GL_REPLACE;
1620 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1621 glDSState.stencilBackFunc = GL_ALWAYS;
1622 glDSState.stencilBackMask = 0;
1623 glDSState.stencilBackFail = GL_REPLACE;
1624 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1625 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1626 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1627
1628 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1629
1630 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1631
1632 // Prepare the blend state to use a write mask if the color buffer should be cleared
1633 gl::BlendState glBlendState;
1634 glBlendState.blend = false;
1635 glBlendState.sourceBlendRGB = GL_ONE;
1636 glBlendState.destBlendRGB = GL_ZERO;
1637 glBlendState.sourceBlendAlpha = GL_ONE;
1638 glBlendState.destBlendAlpha = GL_ZERO;
1639 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1640 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1641 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1642 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1643 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1644 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1645 glBlendState.sampleAlphaToCoverage = false;
1646 glBlendState.dither = false;
1647
1648 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1649 static const UINT sampleMask = 0xFFFFFFFF;
1650
1651 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1652
1653 // Set the vertices
1654 D3D11_MAPPED_SUBRESOURCE mappedResource;
1655 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1656 if (FAILED(result))
1657 {
1658 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1659 return;
1660 }
1661
1662 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1663
1664 float depthClear = gl::clamp01(clearParams.depthClearValue);
1665 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1666 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1667 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1668 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1669
1670 mDeviceContext->Unmap(mClearVB, 0);
1671
1672 // Apply state
1673 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1674 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1675 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1676
1677 // Apply shaders
1678 mDeviceContext->IASetInputLayout(mClearIL);
1679 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1680 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1681
1682 // Apply vertex buffer
1683 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1684 static UINT startIdx = 0;
1685 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1686 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1687
1688 // Draw the clear quad
1689 mDeviceContext->Draw(4, 0);
1690
1691 // Clean up
1692 markAllStateDirty();
1693}
1694
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001695void Renderer11::markAllStateDirty()
1696{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001697 mAppliedRenderTargetSerial = 0;
1698 mAppliedDepthbufferSerial = 0;
1699 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001700 mDepthStencilInitialized = false;
1701 mRenderTargetDescInitialized = false;
1702
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001703 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001704 {
1705 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001706 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001707 }
1708 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1709 {
1710 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001711 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001712 }
1713
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001714 mForceSetBlendState = true;
1715 mForceSetRasterState = true;
1716 mForceSetDepthStencilState = true;
1717 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001718 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001719
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001720 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001721 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001722 mAppliedIBOffset = 0;
1723
daniel@transgaming.come4991412012-12-20 20:55:34 +00001724 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001725 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1726 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001727}
1728
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001729void Renderer11::releaseDeviceResources()
1730{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001731 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001732 mInputLayoutCache.clear();
1733
1734 delete mVertexDataManager;
1735 mVertexDataManager = NULL;
1736
1737 delete mIndexDataManager;
1738 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001739
1740 delete mLineLoopIB;
1741 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001742
1743 delete mTriangleFanIB;
1744 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001745
1746 if (mCopyVB)
1747 {
1748 mCopyVB->Release();
1749 mCopyVB = NULL;
1750 }
1751
1752 if (mCopySampler)
1753 {
1754 mCopySampler->Release();
1755 mCopySampler = NULL;
1756 }
1757
1758 if (mCopyIL)
1759 {
1760 mCopyIL->Release();
1761 mCopyIL = NULL;
1762 }
1763
1764 if (mCopyVS)
1765 {
1766 mCopyVS->Release();
1767 mCopyVS = NULL;
1768 }
1769
1770 if (mCopyRGBAPS)
1771 {
1772 mCopyRGBAPS->Release();
1773 mCopyRGBAPS = NULL;
1774 }
1775
1776 if (mCopyRGBPS)
1777 {
1778 mCopyRGBPS->Release();
1779 mCopyRGBPS = NULL;
1780 }
1781
1782 if (mCopyLumPS)
1783 {
1784 mCopyLumPS->Release();
1785 mCopyLumPS = NULL;
1786 }
1787
1788 if (mCopyLumAlphaPS)
1789 {
1790 mCopyLumAlphaPS->Release();
1791 mCopyLumAlphaPS = NULL;
1792 }
1793
1794 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001795
1796 if (mClearVB)
1797 {
1798 mClearVB->Release();
1799 mClearVB = NULL;
1800 }
1801
1802 if (mClearIL)
1803 {
1804 mClearIL->Release();
1805 mClearIL = NULL;
1806 }
1807
1808 if (mClearVS)
1809 {
1810 mClearVS->Release();
1811 mClearVS = NULL;
1812 }
1813
1814 if (mClearPS)
1815 {
1816 mClearPS->Release();
1817 mClearPS = NULL;
1818 }
1819
1820 if (mClearScissorRS)
1821 {
1822 mClearScissorRS->Release();
1823 mClearScissorRS = NULL;
1824 }
1825
1826 if (mClearNoScissorRS)
1827 {
1828 mClearNoScissorRS->Release();
1829 mClearNoScissorRS = NULL;
1830 }
1831
1832 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001833
1834 if (mDriverConstantBufferVS)
1835 {
1836 mDriverConstantBufferVS->Release();
1837 mDriverConstantBufferVS = NULL;
1838 }
1839
1840 if (mDriverConstantBufferPS)
1841 {
1842 mDriverConstantBufferPS->Release();
1843 mDriverConstantBufferPS = NULL;
1844 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001845
1846 if (mSyncQuery)
1847 {
1848 mSyncQuery->Release();
1849 mSyncQuery = NULL;
1850 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001851}
1852
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001853void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001854{
1855 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001856 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857}
1858
1859bool Renderer11::isDeviceLost()
1860{
1861 return mDeviceLost;
1862}
1863
1864// set notify to true to broadcast a message to all contexts of the device loss
1865bool Renderer11::testDeviceLost(bool notify)
1866{
1867 bool isLost = false;
1868
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001869 // GetRemovedReason is used to test if the device is removed
1870 HRESULT result = mDevice->GetDeviceRemovedReason();
1871 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001872
1873 if (isLost)
1874 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001875 // Log error if this is a new device lost event
1876 if (mDeviceLost == false)
1877 {
1878 ERR("The D3D11 device was removed: 0x%08X", result);
1879 }
1880
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001881 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001882 // we'll probably get this done again by notifyDeviceLost
1883 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001884 // Note that we don't want to clear the device loss status here
1885 // -- this needs to be done by resetDevice
1886 mDeviceLost = true;
1887 if (notify)
1888 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001889 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890 }
1891 }
1892
1893 return isLost;
1894}
1895
1896bool Renderer11::testDeviceResettable()
1897{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001898 // determine if the device is resettable by creating a dummy device
1899 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001900
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001901 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001903 return false;
1904 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001905
1906 D3D_FEATURE_LEVEL featureLevel[] =
1907 {
1908 D3D_FEATURE_LEVEL_11_0,
1909 D3D_FEATURE_LEVEL_10_1,
1910 D3D_FEATURE_LEVEL_10_0,
1911 };
1912
1913 ID3D11Device* dummyDevice;
1914 D3D_FEATURE_LEVEL dummyFeatureLevel;
1915 ID3D11DeviceContext* dummyContext;
1916
1917 HRESULT result = D3D11CreateDevice(NULL,
1918 D3D_DRIVER_TYPE_HARDWARE,
1919 NULL,
1920 #if defined(_DEBUG)
1921 D3D11_CREATE_DEVICE_DEBUG,
1922 #else
1923 0,
1924 #endif
1925 featureLevel,
1926 sizeof(featureLevel)/sizeof(featureLevel[0]),
1927 D3D11_SDK_VERSION,
1928 &dummyDevice,
1929 &dummyFeatureLevel,
1930 &dummyContext);
1931
1932 if (!mDevice || FAILED(result))
1933 {
1934 return false;
1935 }
1936
1937 dummyContext->Release();
1938 dummyDevice->Release();
1939
1940 return true;
1941}
1942
1943void Renderer11::release()
1944{
1945 releaseDeviceResources();
1946
1947 if (mDxgiFactory)
1948 {
1949 mDxgiFactory->Release();
1950 mDxgiFactory = NULL;
1951 }
1952
1953 if (mDxgiAdapter)
1954 {
1955 mDxgiAdapter->Release();
1956 mDxgiAdapter = NULL;
1957 }
1958
1959 if (mDeviceContext)
1960 {
1961 mDeviceContext->ClearState();
1962 mDeviceContext->Flush();
1963 mDeviceContext->Release();
1964 mDeviceContext = NULL;
1965 }
1966
1967 if (mDevice)
1968 {
1969 mDevice->Release();
1970 mDevice = NULL;
1971 }
1972
1973 if (mD3d11Module)
1974 {
1975 FreeLibrary(mD3d11Module);
1976 mD3d11Module = NULL;
1977 }
1978
1979 if (mDxgiModule)
1980 {
1981 FreeLibrary(mDxgiModule);
1982 mDxgiModule = NULL;
1983 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984}
1985
1986bool Renderer11::resetDevice()
1987{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001988 // recreate everything
1989 release();
1990 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001992 if (result != EGL_SUCCESS)
1993 {
1994 ERR("Could not reinitialize D3D11 device: %08X", result);
1995 return false;
1996 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998 mDeviceLost = false;
1999
2000 return true;
2001}
2002
2003DWORD Renderer11::getAdapterVendor() const
2004{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002005 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002008std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002010 std::ostringstream rendererString;
2011
2012 rendererString << mDescription;
2013 rendererString << " Direct3D11";
2014
2015 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2016 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2017
2018 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002019}
2020
2021GUID Renderer11::getAdapterIdentifier() const
2022{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002023 // Use the adapter LUID as our adapter ID
2024 // This number is local to a machine is only guaranteed to be unique between restarts
2025 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2026 GUID adapterId = {0};
2027 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2028 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029}
2030
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002031bool Renderer11::getBGRATextureSupport() const
2032{
2033 return mBGRATextureSupport;
2034}
2035
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036bool Renderer11::getDXT1TextureSupport()
2037{
2038 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002039 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040 return false;
2041}
2042
2043bool Renderer11::getDXT3TextureSupport()
2044{
2045 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002046 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047 return false;
2048}
2049
2050bool Renderer11::getDXT5TextureSupport()
2051{
2052 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002053 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002054 return false;
2055}
2056
2057bool Renderer11::getDepthTextureSupport() const
2058{
2059 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002060 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061 return false;
2062}
2063
2064bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2065{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002066 *renderable = mFloat32RenderSupport;
2067 *filtering = mFloat32FilterSupport;
2068 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
2071bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2072{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002073 *renderable = mFloat16RenderSupport;
2074 *filtering = mFloat16FilterSupport;
2075 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
2078bool Renderer11::getLuminanceTextureSupport()
2079{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080 return false;
2081}
2082
2083bool Renderer11::getLuminanceAlphaTextureSupport()
2084{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085 return false;
2086}
2087
2088bool Renderer11::getTextureFilterAnisotropySupport() const
2089{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002090 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091}
2092
2093float Renderer11::getTextureMaxAnisotropy() const
2094{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002095 switch (mFeatureLevel)
2096 {
2097 case D3D_FEATURE_LEVEL_11_0:
2098 return D3D11_MAX_MAXANISOTROPY;
2099 case D3D_FEATURE_LEVEL_10_1:
2100 case D3D_FEATURE_LEVEL_10_0:
2101 return D3D10_MAX_MAXANISOTROPY;
2102 default: UNREACHABLE();
2103 return 0;
2104 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002105}
2106
2107bool Renderer11::getEventQuerySupport()
2108{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002109 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002110}
2111
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002112Range Renderer11::getViewportBounds() const
2113{
2114 switch (mFeatureLevel)
2115 {
2116 case D3D_FEATURE_LEVEL_11_0:
2117 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2118 case D3D_FEATURE_LEVEL_10_1:
2119 case D3D_FEATURE_LEVEL_10_0:
2120 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2121 default: UNREACHABLE();
2122 return Range(0, 0);
2123 }
2124}
2125
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002126unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002127{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002128 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2129 switch (mFeatureLevel)
2130 {
2131 case D3D_FEATURE_LEVEL_11_0:
2132 case D3D_FEATURE_LEVEL_10_1:
2133 case D3D_FEATURE_LEVEL_10_0:
2134 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2135 default: UNREACHABLE();
2136 return 0;
2137 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002138}
2139
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002140unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2141{
2142 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2143}
2144
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002145int Renderer11::getMaxVertexUniformVectors() const
2146{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002147 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2148 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2149 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002150}
2151
2152int Renderer11::getMaxFragmentUniformVectors() const
2153{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002154 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2155 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2156 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002157}
2158
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002159int Renderer11::getMaxVaryingVectors() const
2160{
2161 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2162 switch (mFeatureLevel)
2163 {
2164 case D3D_FEATURE_LEVEL_11_0:
2165 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2166 case D3D_FEATURE_LEVEL_10_1:
2167 case D3D_FEATURE_LEVEL_10_0:
2168 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2169 default: UNREACHABLE();
2170 return 0;
2171 }
2172}
2173
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002174bool Renderer11::getNonPower2TextureSupport() const
2175{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002176 switch (mFeatureLevel)
2177 {
2178 case D3D_FEATURE_LEVEL_11_0:
2179 case D3D_FEATURE_LEVEL_10_1:
2180 case D3D_FEATURE_LEVEL_10_0:
2181 return true;
2182 default: UNREACHABLE();
2183 return false;
2184 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002185}
2186
2187bool Renderer11::getOcclusionQuerySupport() const
2188{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002189 switch (mFeatureLevel)
2190 {
2191 case D3D_FEATURE_LEVEL_11_0:
2192 case D3D_FEATURE_LEVEL_10_1:
2193 case D3D_FEATURE_LEVEL_10_0:
2194 return true;
2195 default: UNREACHABLE();
2196 return false;
2197 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002198}
2199
2200bool Renderer11::getInstancingSupport() const
2201{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002202 switch (mFeatureLevel)
2203 {
2204 case D3D_FEATURE_LEVEL_11_0:
2205 case D3D_FEATURE_LEVEL_10_1:
2206 case D3D_FEATURE_LEVEL_10_0:
2207 return true;
2208 default: UNREACHABLE();
2209 return false;
2210 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002211}
2212
2213bool Renderer11::getShareHandleSupport() const
2214{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002215 // We only currently support share handles with BGRA surfaces, because
2216 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002217 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002218 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002219}
2220
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002221bool Renderer11::getDerivativeInstructionSupport() const
2222{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002223 switch (mFeatureLevel)
2224 {
2225 case D3D_FEATURE_LEVEL_11_0:
2226 case D3D_FEATURE_LEVEL_10_1:
2227 case D3D_FEATURE_LEVEL_10_0:
2228 return true;
2229 default: UNREACHABLE();
2230 return false;
2231 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002232}
2233
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002234bool Renderer11::getPostSubBufferSupport() const
2235{
2236 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2237 return false;
2238}
2239
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002240int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002241{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002242 switch (mFeatureLevel)
2243 {
2244 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002245 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002246 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2247 default: UNREACHABLE(); return 0;
2248 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002249}
2250
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002251int Renderer11::getMinorShaderModel() const
2252{
2253 switch (mFeatureLevel)
2254 {
2255 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2256 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2257 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2258 default: UNREACHABLE(); return 0;
2259 }
2260}
2261
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002262float Renderer11::getMaxPointSize() const
2263{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002264 // choose a reasonable maximum. we enforce this in the shader.
2265 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2266 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002267}
2268
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002269int Renderer11::getMaxViewportDimension() const
2270{
2271 // Clamp viewport width/height to half of the maximum right/bottom edge
2272 switch (mFeatureLevel)
2273 {
2274 case D3D_FEATURE_LEVEL_11_0:
2275 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2276 case D3D_FEATURE_LEVEL_10_1:
2277 case D3D_FEATURE_LEVEL_10_0:
2278 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2279 default: UNREACHABLE();
2280 return 0;
2281 }
2282}
2283
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002284int Renderer11::getMaxTextureWidth() const
2285{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002286 switch (mFeatureLevel)
2287 {
2288 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2289 case D3D_FEATURE_LEVEL_10_1:
2290 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2291 default: UNREACHABLE(); return 0;
2292 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002293}
2294
2295int Renderer11::getMaxTextureHeight() const
2296{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002297 switch (mFeatureLevel)
2298 {
2299 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2300 case D3D_FEATURE_LEVEL_10_1:
2301 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2302 default: UNREACHABLE(); return 0;
2303 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002304}
2305
2306bool Renderer11::get32BitIndexSupport() const
2307{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002308 switch (mFeatureLevel)
2309 {
2310 case D3D_FEATURE_LEVEL_11_0:
2311 case D3D_FEATURE_LEVEL_10_1:
2312 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2313 default: UNREACHABLE(); return false;
2314 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002315}
2316
2317int Renderer11::getMinSwapInterval() const
2318{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002319 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002320}
2321
2322int Renderer11::getMaxSwapInterval() const
2323{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002324 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002325}
2326
2327int Renderer11::getMaxSupportedSamples() const
2328{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002329 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002330}
2331
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002332int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2333{
2334 if (requested == 0)
2335 {
2336 return 0;
2337 }
2338
2339 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2340 if (iter != mMultisampleSupportMap.end())
2341 {
2342 const MultisampleSupportInfo& info = iter->second;
2343 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2344 {
2345 if (info.qualityLevels[i] > 0)
2346 {
2347 return i + 1;
2348 }
2349 }
2350 }
2351
2352 return -1;
2353}
2354
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002355bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002356{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002357 if (source && dest)
2358 {
2359 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2360 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2361
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002362 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002363 return true;
2364 }
2365
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002366 return false;
2367}
2368
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002369bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002370{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002371 if (source && dest)
2372 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002373 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2374 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002375
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002376 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002377 return true;
2378 }
2379
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002380 return false;
2381}
2382
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002383bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002384 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002385{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002386 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2387 if (!colorbuffer)
2388 {
2389 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002390 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002391 }
2392
2393 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2394 if (!sourceRenderTarget)
2395 {
2396 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002397 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002398 }
2399
2400 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2401 if (!source)
2402 {
2403 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002404 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002405 }
2406
2407 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2408 if (!storage11)
2409 {
2410 source->Release();
2411 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002412 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002413 }
2414
2415 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2416 if (!destRenderTarget)
2417 {
2418 source->Release();
2419 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002420 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002421 }
2422
2423 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2424 if (!dest)
2425 {
2426 source->Release();
2427 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002428 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 }
2430
2431 gl::Rectangle destRect;
2432 destRect.x = xoffset;
2433 destRect.y = yoffset;
2434 destRect.width = sourceRect.width;
2435 destRect.height = sourceRect.height;
2436
2437 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2438 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2439
2440 source->Release();
2441 dest->Release();
2442
2443 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002444}
2445
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002446bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002447 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002448{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002449 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2450 if (!colorbuffer)
2451 {
2452 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002453 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002454 }
2455
2456 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2457 if (!sourceRenderTarget)
2458 {
2459 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002460 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002461 }
2462
2463 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2464 if (!source)
2465 {
2466 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002467 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002468 }
2469
2470 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2471 if (!storage11)
2472 {
2473 source->Release();
2474 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002475 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002476 }
2477
2478 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2479 if (!destRenderTarget)
2480 {
2481 source->Release();
2482 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002483 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002484 }
2485
2486 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2487 if (!dest)
2488 {
2489 source->Release();
2490 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002491 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002492 }
2493
2494 gl::Rectangle destRect;
2495 destRect.x = xoffset;
2496 destRect.y = yoffset;
2497 destRect.width = sourceRect.width;
2498 destRect.height = sourceRect.height;
2499
2500 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2501 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2502
2503 source->Release();
2504 dest->Release();
2505
2506 return ret;
2507}
2508
2509bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2510 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2511{
2512 HRESULT result;
2513
2514 if (!mCopyResourcesInitialized)
2515 {
2516 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2517
2518 D3D11_BUFFER_DESC vbDesc;
2519 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2520 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2521 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2522 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2523 vbDesc.MiscFlags = 0;
2524 vbDesc.StructureByteStride = 0;
2525
2526 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2527 ASSERT(SUCCEEDED(result));
2528 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2529
2530 D3D11_SAMPLER_DESC samplerDesc;
2531 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2532 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2533 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2534 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2535 samplerDesc.MipLODBias = 0.0f;
2536 samplerDesc.MaxAnisotropy = 0;
2537 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2538 samplerDesc.BorderColor[0] = 0.0f;
2539 samplerDesc.BorderColor[1] = 0.0f;
2540 samplerDesc.BorderColor[2] = 0.0f;
2541 samplerDesc.BorderColor[3] = 0.0f;
2542 samplerDesc.MinLOD = 0.0f;
2543 samplerDesc.MaxLOD = 0.0f;
2544
2545 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2546 ASSERT(SUCCEEDED(result));
2547 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2548
2549 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2550 {
2551 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2552 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2553 };
2554
2555 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2556 ASSERT(SUCCEEDED(result));
2557 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2558
2559 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2560 ASSERT(SUCCEEDED(result));
2561 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2562
2563 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2564 ASSERT(SUCCEEDED(result));
2565 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2566
2567 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2568 ASSERT(SUCCEEDED(result));
2569 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2570
2571 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2572 ASSERT(SUCCEEDED(result));
2573 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2574
2575 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2576 ASSERT(SUCCEEDED(result));
2577 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2578
2579 mCopyResourcesInitialized = true;
2580 }
2581
2582 // Verify the source and destination area sizes
2583 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2584 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2585 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2586 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2587 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002588 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002589 }
2590
2591 // Set vertices
2592 D3D11_MAPPED_SUBRESOURCE mappedResource;
2593 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2594 if (FAILED(result))
2595 {
2596 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002597 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002598 }
2599
2600 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2601
2602 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002603 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2604 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2605 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2606 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002607
2608 float u1 = sourceArea.x / float(sourceWidth);
2609 float v1 = sourceArea.y / float(sourceHeight);
2610 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2611 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2612
2613 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2614 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2615 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2616 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2617
2618 mDeviceContext->Unmap(mCopyVB, 0);
2619
2620 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2621 static UINT startIdx = 0;
2622 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2623
2624 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002625 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002626 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2627 mDeviceContext->RSSetState(NULL);
2628
2629 // Apply shaders
2630 mDeviceContext->IASetInputLayout(mCopyIL);
2631 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2632 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2633
2634 ID3D11PixelShader *ps = NULL;
2635 switch(destFormat)
2636 {
2637 case GL_RGBA: ps = mCopyRGBAPS; break;
2638 case GL_RGB: ps = mCopyRGBPS; break;
2639 case GL_ALPHA: ps = mCopyRGBAPS; break;
2640 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2641 case GL_LUMINANCE: ps = mCopyLumPS; break;
2642 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2643 default: UNREACHABLE(); ps = NULL; break;
2644 }
2645
2646 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002647 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002648
2649 // Unset the currently bound shader resource to avoid conflicts
2650 static ID3D11ShaderResourceView *const nullSRV = NULL;
2651 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2652
2653 // Apply render targets
2654 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2655
2656 // Set the viewport
2657 D3D11_VIEWPORT viewport;
2658 viewport.TopLeftX = 0;
2659 viewport.TopLeftY = 0;
2660 viewport.Width = destWidth;
2661 viewport.Height = destHeight;
2662 viewport.MinDepth = 0.0f;
2663 viewport.MaxDepth = 1.0f;
2664 mDeviceContext->RSSetViewports(1, &viewport);
2665
2666 // Apply textures
2667 mDeviceContext->PSSetShaderResources(0, 1, &source);
2668 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2669
2670 // Draw the quad
2671 mDeviceContext->Draw(4, 0);
2672
2673 // Unbind textures and render targets and vertex buffer
2674 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2675
2676 static ID3D11RenderTargetView *const nullRTV = NULL;
2677 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2678
2679 static UINT zero = 0;
2680 static ID3D11Buffer *const nullBuffer = NULL;
2681 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2682
2683 markAllStateDirty();
2684
2685 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002686}
2687
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002688RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2689{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002690 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002691 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002692
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002693 if (depth)
2694 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002695 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002696 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2697 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002698 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002699 }
2700 else
2701 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002702 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002703 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002704 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002705 swapChain11->getRenderTargetShaderResource(),
2706 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002707 }
2708 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002709}
2710
2711RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2712{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002713 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2714 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002715}
2716
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002717ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002718{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002719 ShaderExecutable11 *executable = NULL;
2720
2721 switch (type)
2722 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002723 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002724 {
2725 ID3D11VertexShader *vshader = NULL;
2726 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2727 ASSERT(SUCCEEDED(result));
2728
2729 if (vshader)
2730 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002731 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002732 }
2733 }
2734 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002735 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002736 {
2737 ID3D11PixelShader *pshader = NULL;
2738 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2739 ASSERT(SUCCEEDED(result));
2740
2741 if (pshader)
2742 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002743 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002744 }
2745 }
2746 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002747 case rx::SHADER_GEOMETRY:
2748 {
2749 ID3D11GeometryShader *gshader = NULL;
2750 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2751 ASSERT(SUCCEEDED(result));
2752
2753 if (gshader)
2754 {
2755 executable = new ShaderExecutable11(function, length, gshader);
2756 }
2757 }
2758 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002759 default:
2760 UNREACHABLE();
2761 break;
2762 }
2763
2764 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002765}
2766
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002767ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002768{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002769 const char *profile = NULL;
2770
2771 switch (type)
2772 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002773 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002774 profile = "vs_4_0";
2775 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002776 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002777 profile = "ps_4_0";
2778 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002779 case rx::SHADER_GEOMETRY:
2780 profile = "gs_4_0";
2781 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002782 default:
2783 UNREACHABLE();
2784 return NULL;
2785 }
2786
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002787 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002788 if (!binary)
2789 return NULL;
2790
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002791 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002792 binary->Release();
2793
2794 return executable;
2795}
2796
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002797VertexBuffer *Renderer11::createVertexBuffer()
2798{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002799 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002800}
2801
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002802IndexBuffer *Renderer11::createIndexBuffer()
2803{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002804 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002805}
2806
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002807BufferStorage *Renderer11::createBufferStorage()
2808{
2809 return new BufferStorage11(this);
2810}
2811
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002812QueryImpl *Renderer11::createQuery(GLenum type)
2813{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002814 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002815}
2816
2817FenceImpl *Renderer11::createFence()
2818{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002819 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002820}
2821
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002822bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2823{
2824 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2825 if (colorbuffer)
2826 {
2827 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2828 if (renderTarget)
2829 {
2830 *subresourceIndex = renderTarget->getSubresourceIndex();
2831
2832 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2833 if (colorBufferRTV)
2834 {
2835 ID3D11Resource *textureResource = NULL;
2836 colorBufferRTV->GetResource(&textureResource);
2837 colorBufferRTV->Release();
2838
2839 if (textureResource)
2840 {
2841 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2842 textureResource->Release();
2843
2844 if (SUCCEEDED(result))
2845 {
2846 return true;
2847 }
2848 else
2849 {
2850 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2851 "HRESULT: 0x%X.", result);
2852 }
2853 }
2854 }
2855 }
2856 }
2857
2858 return false;
2859}
2860
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002861bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002862 bool blitRenderTarget, bool blitDepthStencil)
2863{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002864 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002865 {
2866 return false;
2867 }
2868
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002869 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002870 {
2871 return false;
2872 }
2873
2874 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002875}
2876
2877void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2878 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2879{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002880 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002881 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002882
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002883 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002884 {
2885 gl::Rectangle area;
2886 area.x = x;
2887 area.y = y;
2888 area.width = width;
2889 area.height = height;
2890
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002891 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2892 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002893
2894 colorBufferTexture->Release();
2895 colorBufferTexture = NULL;
2896 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002897}
2898
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002899Image *Renderer11::createImage()
2900{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002901 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002902}
2903
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002904void Renderer11::generateMipmap(Image *dest, Image *src)
2905{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002906 Image11 *dest11 = Image11::makeImage11(dest);
2907 Image11 *src11 = Image11::makeImage11(src);
2908 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002909}
2910
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002911TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2912{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002913 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2914 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002915}
2916
2917TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2918{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002919 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002920}
2921
2922TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2923{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002924 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002925}
2926
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002927static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2928{
2929 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2930 destFormat == GL_ALPHA &&
2931 destType == GL_UNSIGNED_BYTE)
2932 {
2933 return 1;
2934 }
2935 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2936 destFormat == GL_RGBA &&
2937 destType == GL_UNSIGNED_BYTE)
2938 {
2939 return 4;
2940 }
2941 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2942 destFormat == GL_BGRA_EXT &&
2943 destType == GL_UNSIGNED_BYTE)
2944 {
2945 return 4;
2946 }
2947 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2948 destFormat == GL_RGBA &&
2949 destType == GL_HALF_FLOAT_OES)
2950 {
2951 return 8;
2952 }
2953 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2954 destFormat == GL_RGB &&
2955 destType == GL_FLOAT)
2956 {
2957 return 12;
2958 }
2959 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2960 destFormat == GL_RGBA &&
2961 destType == GL_FLOAT)
2962 {
2963 return 16;
2964 }
2965 else
2966 {
2967 return 0;
2968 }
2969}
2970
2971static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2972 unsigned int y, int inputPitch, gl::Color *outColor)
2973{
2974 switch (format)
2975 {
2976 case DXGI_FORMAT_R8G8B8A8_UNORM:
2977 {
2978 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002979 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2980 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2981 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2982 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002983 }
2984 break;
2985
2986 case DXGI_FORMAT_A8_UNORM:
2987 {
2988 outColor->red = 0.0f;
2989 outColor->green = 0.0f;
2990 outColor->blue = 0.0f;
2991 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2992 }
2993 break;
2994
2995 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2996 {
2997 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2998 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2999 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3000 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3001 }
3002 break;
3003
3004 case DXGI_FORMAT_R32G32B32_FLOAT:
3005 {
3006 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3007 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3008 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3009 outColor->alpha = 1.0f;
3010 }
3011 break;
3012
3013 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3014 {
3015 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3016 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3017 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3018 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3019 }
3020 break;
3021
3022 case DXGI_FORMAT_B8G8R8A8_UNORM:
3023 {
3024 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003025 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3026 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3027 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3028 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003029 }
3030 break;
3031
3032 case DXGI_FORMAT_R8_UNORM:
3033 {
3034 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3035 outColor->green = 0.0f;
3036 outColor->blue = 0.0f;
3037 outColor->alpha = 1.0f;
3038 }
3039 break;
3040
3041 case DXGI_FORMAT_R8G8_UNORM:
3042 {
3043 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3044
3045 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3046 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3047 outColor->blue = 0.0f;
3048 outColor->alpha = 1.0f;
3049 }
3050 break;
3051
3052 case DXGI_FORMAT_R16_FLOAT:
3053 {
3054 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3055 outColor->green = 0.0f;
3056 outColor->blue = 0.0f;
3057 outColor->alpha = 1.0f;
3058 }
3059 break;
3060
3061 case DXGI_FORMAT_R16G16_FLOAT:
3062 {
3063 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3064 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3065 outColor->blue = 0.0f;
3066 outColor->alpha = 1.0f;
3067 }
3068 break;
3069
3070 default:
3071 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3072 UNIMPLEMENTED();
3073 break;
3074 }
3075}
3076
3077static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3078 unsigned int y, int outputPitch, void *outData)
3079{
3080 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3081 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3082
3083 switch (format)
3084 {
3085 case GL_RGBA:
3086 switch (type)
3087 {
3088 case GL_UNSIGNED_BYTE:
3089 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3090 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3091 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3092 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3093 break;
3094
3095 default:
3096 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3097 UNIMPLEMENTED();
3098 break;
3099 }
3100 break;
3101
3102 case GL_BGRA_EXT:
3103 switch (type)
3104 {
3105 case GL_UNSIGNED_BYTE:
3106 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3107 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3108 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3109 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3110 break;
3111
3112 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3113 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3114 // this type is packed as follows:
3115 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3116 // --------------------------------------------------------------------------------
3117 // | 4th | 3rd | 2nd | 1st component |
3118 // --------------------------------------------------------------------------------
3119 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3120 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3121 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3122 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3123 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3124 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3125 break;
3126
3127 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3128 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3129 // this type is packed as follows:
3130 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3131 // --------------------------------------------------------------------------------
3132 // | 4th | 3rd | 2nd | 1st component |
3133 // --------------------------------------------------------------------------------
3134 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3135 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3136 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3137 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3138 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3139 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3140 break;
3141
3142 default:
3143 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3144 UNIMPLEMENTED();
3145 break;
3146 }
3147 break;
3148
3149 case GL_RGB:
3150 switch (type)
3151 {
3152 case GL_UNSIGNED_SHORT_5_6_5:
3153 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3154 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3155 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3156 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3157 break;
3158
3159 case GL_UNSIGNED_BYTE:
3160 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3161 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3162 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3163 break;
3164
3165 default:
3166 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3167 UNIMPLEMENTED();
3168 break;
3169 }
3170 break;
3171
3172 default:
3173 ERR("WritePixelColor not implemented for format 0x%X.", format);
3174 UNIMPLEMENTED();
3175 break;
3176 }
3177}
3178
3179void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3180 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3181 GLint packAlignment, void *pixels)
3182{
3183 D3D11_TEXTURE2D_DESC textureDesc;
3184 texture->GetDesc(&textureDesc);
3185
3186 D3D11_TEXTURE2D_DESC stagingDesc;
3187 stagingDesc.Width = area.width;
3188 stagingDesc.Height = area.height;
3189 stagingDesc.MipLevels = 1;
3190 stagingDesc.ArraySize = 1;
3191 stagingDesc.Format = textureDesc.Format;
3192 stagingDesc.SampleDesc.Count = 1;
3193 stagingDesc.SampleDesc.Quality = 0;
3194 stagingDesc.Usage = D3D11_USAGE_STAGING;
3195 stagingDesc.BindFlags = 0;
3196 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3197 stagingDesc.MiscFlags = 0;
3198
3199 ID3D11Texture2D* stagingTex = NULL;
3200 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3201 if (FAILED(result))
3202 {
3203 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3204 return;
3205 }
3206
3207 ID3D11Texture2D* srcTex = NULL;
3208 if (textureDesc.SampleDesc.Count > 1)
3209 {
3210 D3D11_TEXTURE2D_DESC resolveDesc;
3211 resolveDesc.Width = textureDesc.Width;
3212 resolveDesc.Height = textureDesc.Height;
3213 resolveDesc.MipLevels = 1;
3214 resolveDesc.ArraySize = 1;
3215 resolveDesc.Format = textureDesc.Format;
3216 resolveDesc.SampleDesc.Count = 1;
3217 resolveDesc.SampleDesc.Quality = 0;
3218 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3219 resolveDesc.BindFlags = 0;
3220 resolveDesc.CPUAccessFlags = 0;
3221 resolveDesc.MiscFlags = 0;
3222
3223 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3224 if (FAILED(result))
3225 {
3226 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3227 stagingTex->Release();
3228 return;
3229 }
3230
3231 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3232 subResource = 0;
3233 }
3234 else
3235 {
3236 srcTex = texture;
3237 srcTex->AddRef();
3238 }
3239
3240 D3D11_BOX srcBox;
3241 srcBox.left = area.x;
3242 srcBox.right = area.x + area.width;
3243 srcBox.top = area.y;
3244 srcBox.bottom = area.y + area.height;
3245 srcBox.front = 0;
3246 srcBox.back = 1;
3247
3248 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3249
3250 srcTex->Release();
3251 srcTex = NULL;
3252
3253 D3D11_MAPPED_SUBRESOURCE mapping;
3254 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3255
3256 unsigned char *source;
3257 int inputPitch;
3258 if (packReverseRowOrder)
3259 {
3260 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3261 inputPitch = -static_cast<int>(mapping.RowPitch);
3262 }
3263 else
3264 {
3265 source = static_cast<unsigned char*>(mapping.pData);
3266 inputPitch = static_cast<int>(mapping.RowPitch);
3267 }
3268
3269 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3270 if (fastPixelSize != 0)
3271 {
3272 unsigned char *dest = static_cast<unsigned char*>(pixels);
3273 for (int j = 0; j < area.height; j++)
3274 {
3275 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3276 }
3277 }
3278 else
3279 {
3280 gl::Color pixelColor;
3281 for (int j = 0; j < area.height; j++)
3282 {
3283 for (int i = 0; i < area.width; i++)
3284 {
3285 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3286 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3287 }
3288 }
3289 }
3290
3291 mDeviceContext->Unmap(stagingTex, 0);
3292
3293 stagingTex->Release();
3294 stagingTex = NULL;
3295}
3296
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003297bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3298 const gl::Rectangle &drawRect, BlitTarget target)
3299{
3300 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3301
3302 gl::Renderbuffer *readBuffer = NULL;
3303 switch (target)
3304 {
3305 case BLIT_RENDERTARGET:
3306 readBuffer = readTarget->getColorbuffer();
3307 break;
3308 case BLIT_DEPTHSTENCIL:
3309 readBuffer = readTarget->getDepthOrStencilbuffer();
3310 break;
3311 default: UNREACHABLE();
3312 }
3313 if (!readBuffer)
3314 {
3315 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003316 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003317 }
3318
3319 RenderTarget11 *sourceRenderTarget = NULL;
3320 switch (target)
3321 {
3322 case BLIT_RENDERTARGET:
3323 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3324 break;
3325 case BLIT_DEPTHSTENCIL:
3326 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3327 break;
3328 default: UNREACHABLE();
3329 }
3330 if (!sourceRenderTarget)
3331 {
3332 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003333 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003334 }
3335
3336 ID3D11Texture2D *source = NULL;
3337 unsigned int sourceSubresource = 0;
3338 if (sourceRenderTarget->getSamples() > 0)
3339 {
3340 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3341
3342 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3343 sourceSubresource = 0;
3344
3345 unresolvedTexture->Release();
3346 }
3347 else
3348 {
3349 source = sourceRenderTarget->getTexture();
3350 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3351 }
3352
3353 if (!source)
3354 {
3355 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003356 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003357 }
3358
3359
3360 gl::Renderbuffer *drawBuffer = NULL;
3361 switch (target)
3362 {
3363 case BLIT_RENDERTARGET:
3364 drawBuffer = drawTarget->getColorbuffer();
3365 break;
3366 case BLIT_DEPTHSTENCIL:
3367 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3368 break;
3369 default: UNREACHABLE();
3370 }
3371 if (!drawBuffer)
3372 {
3373 source->Release();
3374 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003375 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003376 }
3377
3378 RenderTarget11 *drawRenderTarget = NULL;
3379 switch (target)
3380 {
3381 case BLIT_RENDERTARGET:
3382 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3383 break;
3384 case BLIT_DEPTHSTENCIL:
3385 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3386 break;
3387 default: UNREACHABLE();
3388 }
3389 if (!drawRenderTarget)
3390 {
3391 source->Release();
3392 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003393 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003394 }
3395
3396 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3397 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3398
3399 D3D11_BOX srcBox;
3400 srcBox.left = readRect.x;
3401 srcBox.right = readRect.x + readRect.width;
3402 srcBox.top = readRect.y;
3403 srcBox.bottom = readRect.y + readRect.height;
3404 srcBox.front = 0;
3405 srcBox.back = 1;
3406
3407 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3408 source, sourceSubresource, &srcBox);
3409
3410 source->Release();
3411 dest->Release();
3412
3413 return true;
3414}
3415
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003416ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3417{
3418 D3D11_TEXTURE2D_DESC textureDesc;
3419 source->GetDesc(&textureDesc);
3420
3421 if (textureDesc.SampleDesc.Count > 1)
3422 {
3423 D3D11_TEXTURE2D_DESC resolveDesc;
3424 resolveDesc.Width = textureDesc.Width;
3425 resolveDesc.Height = textureDesc.Height;
3426 resolveDesc.MipLevels = 1;
3427 resolveDesc.ArraySize = 1;
3428 resolveDesc.Format = textureDesc.Format;
3429 resolveDesc.SampleDesc.Count = 1;
3430 resolveDesc.SampleDesc.Quality = 0;
3431 resolveDesc.Usage = textureDesc.Usage;
3432 resolveDesc.BindFlags = textureDesc.BindFlags;
3433 resolveDesc.CPUAccessFlags = 0;
3434 resolveDesc.MiscFlags = 0;
3435
3436 ID3D11Texture2D *resolveTexture = NULL;
3437 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3438 if (FAILED(result))
3439 {
3440 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3441 return NULL;
3442 }
3443
3444 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3445 return resolveTexture;
3446 }
3447 else
3448 {
3449 source->AddRef();
3450 return source;
3451 }
3452}
3453
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003454}